Crusader Kings III

Crusader Kings III

BCK - Extra Building Slots
27 条留言
Constantin Valdor 9 月 29 日 上午 11:00 
Is it normal that the button that's supposing to increase the number of active building slots says: "X Duchy has 0 free building slots " when I just began a game? If not, what's to do in order to settle the problem?
Taiatari 9 月 28 日 下午 12:05 
is there a chance that this mod will be extended to include nomadic tribes and their yurts? because I'd love that.
Suetam  [作者] 9 月 6 日 下午 8:02 
Comrade Dyatlov, try to change the mod order, put this as the last.
Or verify if they change the same files that i change.
Comrade Dyatlov 9 月 6 日 下午 3:40 
Any advice/knowledge on how to use this with Fallen Eagle?
RandyRandom 8 月 13 日 上午 11:43 
does AI use it?
DrakeSteele 8 月 11 日 下午 9:19 
I found a pack of traditions that applies "Always has" traits across the populace. I'll probably abuse some of those, better make a +8 and +10 one while you're at it, or wrap them all into one mod that just has a game rules to change the quantity of additional traditions/tenets. Yeah, the tenets one could be bundled in two. One mod could cover all of that with 3 rule sets for how many traditions, tenets to add, and what speed bonuses to reformation can be adjusted. While you're at it, cost multiplier rule set would make it one of the most complete mods of its type.
Suetam  [作者] 8 月 11 日 下午 8:50 
And yes, maybe in the future I can add a +6 Cultural Tradition.
Suetam  [作者] 8 月 11 日 下午 8:49 
DrakeSteele, the scroll bar is the only way to maintain consistency when there are a lot of building slots.
DrakeSteele 8 月 11 日 下午 7:11 
I'm also using your +4 Cultural Traditions mods right now. Can you throw up a +6 version? I like to tweak and add nuance with those things but would prefer not to use the +1000 mods. Also, the Reform phase takes nearly a decade; I don't know if you can devise adding multiple traditions at once, but there's another mod that reduces it down to a month; if you could integrate that function as a game rule toggle to set modifiers on the reform times, that would eliminate redundant mods that should be balled into one.
DrakeSteele 8 月 11 日 下午 7:11 
K, second load passed. Exited, enabled BCK Extra Building slots (With holding manager still on) and loaded successfully. My character only has a few maxed holdings (Ad noticed and amusing anomaly with Holding Manager, haven't tested without, but the building slots scroll horizontally rather than stacking to fill the GUI space), so switched to the countess wife. Her Gaze expansion was going to cost 850 for a slot, hit in-game menu, game rules, found the filter category, changed to fixed, applied, went right back to Gaza, price was 250. Mod change is mid-save compatible.
DrakeSteele 8 月 11 日 下午 6:48 
It'll take some juggling, I'm also using Holding Manager again which effects building slots. First attempt to launcher-load my last save CTDed.
Suetam  [作者] 8 月 11 日 下午 6:44 
DrakeSteele, could you please try it? I’ve added a new game rule that lets you choose whether the cost is fixed or dynamic. By default, it’s dynamic, but if you switch it to fixed, it will always be 250.
DrakeSteele 8 月 11 日 下午 12:15 
:)
Suetam  [作者] 8 月 11 日 上午 8:16 
DrakeSteele i will try to add a game rule to it.
DrakeSteele 8 月 10 日 上午 11:14 
That's days worth of gameplay speeding through decades to make happen. I'm personally annoyed by micromanaging building slots, especially at empire levels, and just want the slots open more than anything. I prefer my pocket book on a project being the limit, not some arbitrary blockage from starting building in the first place. Hell maybe default # of building slots to start with should be based on the terrain itself.. I could see being limited in the Mountains. Alternative would be keep the plots open entirely and just adjust construction costs based on terrains and even have some buildings be preferred-terrain tagged. Lots of directions to go on the subject of what should effect what/where building happens.
Suetam  [作者] 8 月 9 日 下午 8:04 
in the future maybe i can add it, but the cost reduce when you get the tecnologies that add new slots.
DrakeSteele 8 月 9 日 下午 7:22 
Do you have a game rule option to turn off expansion costs entirely?
Suetam  [作者] 7 月 7 日 下午 1:10 
Lugarpo, only the way that the game permits.
Lugarpo 7 月 7 日 上午 11:14 
can i change the type of holding?
Roy Kazuma 5 月 14 日 下午 5:04 
It works perfectly for me, honestly.
Suetam  [作者] 5 月 2 日 下午 10:42 
Guys if you can test the new version, i had done some changes in the interface!
Suetam  [作者] 5 月 1 日 下午 11:45 
For now this mod is not compatible with the new version, i am adjusting it.
Captain Smollett 3 月 26 日 下午 10:39 
Why is better = easier all of the time?
Emanon 3 月 7 日 上午 11:03 
Cheers!
Suetam  [作者] 3 月 6 日 下午 4:08 
I think it only conflict if the mods alter something in the building ui.
This file here: window_county_view.gui
Emanon 3 月 6 日 下午 4:06 
Thanks.
Any known conflicts with some of the more popular/known mods?
Suetam  [作者] 2 月 23 日 上午 10:38 
I launched an updated adjusting values and improved the interface to show again the bar that show the progress of a building in the county.